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ArmA2: "Doc, I'm wounded, I can barely aim and I'm bleeding badly, come on pull my body out of the harm's way and treat me before I die!"
ArmA3: "You are wounded! Click to instantly regenerate health whenever you feel like it!"

Guess two years post-release aren't enough to make ArmA3 at least half as dumbed down.

Just curious if its impossible to improve AI trigger discipline using light/heavy machineguns? Still they keep on firing when turning around or moving away which results often in friendly kills. If skill/accuracy is set higher they use single shots... Weapon bug or AI issue or both?
Imo default AI MG/LMG fire mode should be a longer burst on target and definitely stop if AI moves/turns around.

Just noticed that when in the airport tower on Utes and looking through the glass... no smoke or explosions are visible. Just checked some other buildings and the same result....no smoke, fire or explosions visible when looking through window glass.

Just curious if its impossible to improve AI trigger discipline using light/heavy machineguns? Still they keep on firing when turning around or moving away which results often in friendly kills. If skill/accuracy is set higher they use single shots... Weapon bug or AI issue or both?
Imo default AI MG/LMG fire mode should be a longer burst on target and definitely stop if AI moves/turns around.

It's a problem caused by the burst mode implementation. Bursts can be interrupted by animations (try it yourself - the burst will complete when the interrupting animation is complete), and AI will similarly complete their bursts (which are hidden from the player, and are often > 3 rounds to simulate MG burst fire) after the target has been neutralised.

This means that your AI might be halfway through a 10-round burst when it kills or loses sight of the enemy. "Great," thinks the AI, "Imma just gonna turn around and move to cover." Needless to say, you aren't happy when the remaining 5 or so rounds of the burst issue forth in your general direction.

It's a problem caused by the burst mode implementation. Bursts can be interrupted by animations (try it yourself - the burst will complete when the interrupting animation is complete), and AI will similarly complete their bursts (which are hidden from the player, and are often > 3 rounds to simulate MG burst fire) after the target has been neutralised.

This means that your AI might be halfway through a 10-round burst when it kills or loses sight of the enemy. "Great," thinks the AI, "Imma just gonna turn around and move to cover." Needless to say, you aren't happy when the remaining 5 or so rounds of the burst issue forth in your general direction.

If long burst causes the issue, changing the number of ai burst round will minimize the occurance of it and might also improve their accuracy as well right?